Ninja
- by Saxywoo
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Also, I'm working on a separate set of rules for each class. Mages, simply due to their nature is going to the the toughest. Rules for the Ninja 1b) Shrines: All shrines are allowed with exception of the Murky Pool (infravision). 2) Equipment: 2b) Armor: This is
rather simple. Have one of the above mentioned suffixes (Dark, Night,
Stars, Moon), but you cannot have a prefix that adds to the AC of the
item (Grand, Awesome, Blessed, Godly, etc...). Prefixes that add resistance
(Lapis, Cobalt, Crimson, Ruby, etc...) are permitted. 2c) Weaponry: Great
Swords are the preferred item, but then again, single handed swords (I've
run across several Scimitars of the Dark) can be used. You need to have
one of the above mentioned suffixes though. Unique swords like Shadowhawk and Doombringer (not sure if there are others that reduce light radius) are also permitted. Prefixes on swords is where it gets sticky. I know some will want run out and grab their KSOV and hop to it, I would have wanted to do that if I would have had one... :) But the only prefix that adds ToHit% and Damage% are Knight's and Merciless. Sorry, none of the others (King's, Champion's, Warrior's, Savage, Strange, Weird, Meteoric, or Heavy, etc...). Do note: Knight's ... of Haste and Merciless ... of Haste are not allowed. 2d) Shields: Right out. Can't use 'em. The only exception is to use one to help reduce light radius. Uniques like Split Skull, and BlackOak are acceptable. Dragon's Breach, Stormshield, Defender, etc... are not permitted. 2e) Jewels: The above suffixes are acceptable (with exception of Vampires since it would be a hacked item). All prefixes are allowed. 2f) Helms: Well, only the above suffixes, and the resistance prefixes are allowed. No RCs or HOSs. The Gotter is allowed, since it has light reducing capabilities, as long as it has been IDed. 3) Spells: 3b) Forbidden Spells: Infravision, Firebolt, Holy Bolt, Charged Bolt, Inferno, Firewall, Lightning, Elemental, Fireball, Firewall, Chain Lightning, Guardian, and Blood Star. 3c) Special Spells: Town Portal: TP can only be used when you are heading up to town. Since TPs can cast light in all directions and be used as sources of light, use of them needed to be greatly reduced. Golem: Golem can be used, up to the levels where the witches reside. This is to keep the witches advertising where they are, and what is in the level. I believe this is levels 12 - 15. You can use Golem on level 16, but there are er reasons why wouldn't. 4) Tips and Other
Notes: Black Deaths are still your greatest fear. My suggestion if you find one (which there are usually means there are more where he came from), is stand there, take him out, then run for your life. If you stand your ground, you will have a better chance of being missed by his swing, and if he connects, you have the ability to block it (if you are using a shield, but we already talked about that.) Swing and kill him before he hits you. When exploring a level, move along the walls of the room so you know your bounds, then head toward the middle of the room. There are some issues that may arise with the automap. You will be able to see ranom spots miles away from your location, sometimes walls will not be drawn on the map, which may make you think that there is more to the level that you just cleaned. That's all I can think
of at the moment, if some other of you gluttons for punishment (*cough*
.... BNMs :-] ) start a ninja and come up with other strat, or know of
some BNM strat that may apply to this subclass, let us (especially me)
know. Enjoy!
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